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Installation of Kiscan is very simple and fast. Kiscan uses as default gametype GameInfo which supports only flying with invisible character. We will change gametype in third part of this page.

Basic installation

  1. Unpack zip package which contains Kiscan GUI Framework.
  2. Copy folders Development and UDKGame from zip to root folder of your UDK. There are folders with same name.
  3. Open UDKGame/Config/DefaultEngine.ini.
  4. Find block [UnrealEd.EditorEngine].
  5. Add +EditPackages=Kiscan after last +EditPackages line:

When you will launch editor it will ask for recompile, press Yes.

Setting up editor

Framework requires some initialization and settings to be set first. In this part we will set up editor for using Kiscan and then test it with debug implemented in Kismet.

  1. Open up UDK Editor
  2. Go into View > World Properties and set Default Game Type and Game Type for PIE to KISGame:
  3. Open Kismet and create new event Kiscan - Main > HUD Initialized and action Kiscan - Main > Init Kiscan:
  4. Now, we need to assign default settings of framework to Main > Init Kiscan. Go to View > Browser Windows > Actor Classes and find KISSettings. You will probably need to uncheck three checkboxes to see that:
  5. Right click on KISSettings and select Create Archetype….
  6. Enter name of package of your GUI project, for example MyGUI. Group can be empty, however it is good to use if you do not want to have there chaos later. Use any Name, for example FrameworkSettings.
  7. Click OK and find your new settings archetype in Content Browser.
  8. Select your new settings, open it and check Draw Debug Cursor. This will draw cross as cursor in our game. It is useful for debugging and we can use it to check if framework works:
  9. With selected archetype go into Kismet and assign it to Settings in Main > Init Kiscan using green arrow. Optionally you can select archetype, press Ctrl+C and then paste it with Ctrl+V into Settings:

We are done. You should see cross which shows your current cursor position:

It indicates that framework is ready.

Changing gametype to some default UDK one

In this part we will show you how to change gametype, so you will be able to utilize Kiscan during gameplay of other gametypes. Right now, you can just fly in your map and you can see debug cursor. We fly because kiscan is based on GameInfo gametype which is just “fly mode” or some kind of empty project.

If you want to use kiscan on top of some other gametype go to UDK/Development/Src/Kiscan/Globals.uci and open this file with any text editor.

Find line `define KISParentProject_GameInfo and change it to one of desired gametype:

  • KISParentProject_GameInfo
  • KISParentProject_UTGame_ClassicHUD
  • KISParentProject_UTGame_ScaleformHUD
  • KISParentProject_UDKGame

There are two for UTGame because we can use only one type of UT HUD as base class for kiscan.

When you are done, open UDK/Binaries/UnrealFrontend.exe, select Script button and press Full Recompile.

Changing gametype to custom one

Adding new gametypes to list is very easy. All names of required classes are defined in Globals.uci. Find line `define KISParentProject_GameInfo and change GameInfo to name of your project (name does not matter). Find line Default case: and change names of default unrealscript classes to your classes:

  • Default case:
  • define KiscanGameInfoClass MyProjectGameInfo
  • define KiscanPlayerControllerClass MyProjectPlayerController
  • define KiscanHUDClass MyProjectHUD
  • define KiscanPlayerInputClass MyProjectPlayerInput

When you are done, open UDK/Binaries/UnrealFrontend.exe, select Script button and press Full Recompile.

installation.txt · Last modified: 2015/04/05 13:44 by admin